View Full Version : [Setting] Welcome to Corneria! PEACH

2009-11-16, 09:55 PM
This is the first of what I hope to be a large compilation converting the Final Fantasy series, or at least the main 10, to a tabletop setting. Articles with actual crunch content will probably be for D&D 4e, but my first bit here is just some setting content, so it really could be used for any system.

For those of you who can't figure it out, this is the first kingdom from the very first game.

Article 1: Welcome to Corneria


Corneria is the undisputed epicenter of both the modern and the past world, both before and after the cataclysm that threatened the world. Before the Light Warriors' journey, it was one of the few remaining monarchies in existence. After the crystals were restored, it was renowned the world over for both being the origin and end of the Light Warriors' journey. A monument of six statues was erected around the main castle, and the small crystals the Light Warriors used to revive the crystals' light are kept within the Cornerian castle.

One of the largest sources of controversy in Cornerian history is that even though there are four crystals and four crystal pendants, six separate Light Warriors are mentioned in the legends. Even though the events happened merely a few decades ago, no one can seem to get the record straight, and any attempt to settle which four of the Light Warriors were actually Light Warriors merely aggravates proponents of the other two. So much so that when the monument to commemorate their deeds was erected, all six figures were presented, the Knight, the Ninja, the Master, the Black Wizard, the White Wizard, and the Red Wizard.

The monument itself consists of six large ivory statues surrounding the castle, each one erected over an archway leading to the castle itself. Their presence has made an influence on each area that the statues watch over, eventually culminating in six districts of differing ideological views.

Merely a princess at the time of the Light Warriors, Sara has since become a beautiful queen, recognized throughout the world as the most powerful woman in the world. Other cities and races defer to her to settle political disputes throughout the world. Because of this and her role in helping the Light Warriors to save the world, there are those who see her as a threat.

That's where Garland comes in. As the general of Corneria's military, Garland holds the highest position in Corneria other than Sara. In this timeline, Garland was never corrupted by Chaos, and thus remains a loyal servant of the crown, willing to give his life to defend Queen Sara. Since Corneria is no longer at war, Garland spends most of his days as Sara's personal bodyguard, present even in meetings of political discussion, if only to stress the point of Sara's power.

The Military District

Beneath the steel gaze of the statue of the legendary Knight, Cornerian's soldiers and military make their homes here. The people of the military district normally train to be soldiers or guards for the Cornerian military. Those that don't still receive a high degree of martial combat training. Either they become independent mercenaries, or join the military or guard of another major city.

The preferred tavern of the military is the Squire's Scabbard, a tavern run through by a grizzled, peg-legged old man, Fegthir. He runs a tight ship; troublemakers get promptly shown the door. Barfights only rarely happen, and those found responsible are rarely allowed back into the tavern. If you follow the rules, however, you can be regaled by the war stories of veterans as you marvel by the artifacts of past military heroes that decorate the walls.

The military district shares its borders with the labor and business districts, far away from any sort of what many in the guard consider to be 'magic interference' as the people of the military district favor physical prowess and martial exploits.

The Labor District

Under the guise of the wise Master, the laborers of Corneria: builders, butchers, bakers, blacksmiths, cartwrights, deliverers and the like toil endlessly as the working class. They do not often go into military or guard duty. Those that favor those walks of life go to the military district. As such, they don't get the same kind of martial training. Since most of their education comes from apprenticeships and self-taught street smarts, any combat training is usually either learned through trial, error, and black eyes. A few small dojos have popped up to teach those interested how to defend themselves, usually with bare fists or common objects rather than a sword that one might not have on them at an inopportune time.

The Broken Bottle is a dive bar and inn. The place is absolutely packed just before the work shift starts, during the lunch break, and just after the usual work shift gets out. The proprietor is mother of four, three daughters and one son known affectionately as Ma Nickle who, the first day she opened the bar, was accidentally stabbed with a broken bottle by someone with too much to drink. Said drunk was beat to within an inch of his life, left Corneria and didn't come back. Mrs. Nickle and her children are viciously protected by the people of the labor district. So much so that even being too forward with one of her lovely daughters can earn you a beating from the locals. Barfights are common, expected, and usually whatever slight started them is forgotten and forgiven. Mrs. Nickle doesn't mind the 'liveliness' of the locals, as long as no one gets too destructive, but expect an ear-tug if you misbehave in the Broken Bottle.

The labor district shares its borders with the military district, guards and laborers getting along well together with similar values, and the church district, which extends its faith and influence into the labor district. The majority of the labor district are churchgoers.

The Business District

Whereas the labor district deals with hard laborers, the business district deals with the craftsmen, merchants, salesmen and moneychangers, most of which have their own guilds. Of course with money and guilds come power and crime, making the business district the center for thieves, criminals, and pickpockets. Even more so given the statue of the legendary Ninja, revered among thieves. In fact, the town guard often stays out of the business district and lets the local gangs run things as long as the crime doesn't spread too far outward.

The Rat Tail Inn, aptly named for a rather famous legend about one of the Light Warriors' trials, the Rat Tail Inn is quite popular. The proprietor, Mr. Hefit, claims to have the actual rat tail from the legends on display, though those who know him well can't say for certain it wasn't just cut off from one of the rats in the basement. The Rat Tail Inn has several hidden rooms, passages, and cubbyholes, actually commissioned by different criminal organizations for their benefit, so only Mr. Hefit knows where all the secrets of his inn are.

The business district is next to the military district, which may be the only reason not everyone who enters the business district is blatantly robbed blind, and the magic district, which the various merchants and criminals find very convenient both for setting wards and disabling them.

The Church District

White magic is magic of healing, life, and light. It patches wounds, cures diseases, and shuns the undead. White magic is most often considered the craft of the clergy. The church district, under the kind gaze of the legendary White Mage's statue, is the home of the priesthood and healers. There is one cathedral to house Corneria's churchgoers, admittedly dwarfed by the Cornerian palace, but still fairly roomy.

A comfortable restaurant known as Sara's Lute serves home-style food prepared with heart and soul. Sister Snow, the proprietor, even incorporates healing white magic into a lot of the food so it's known to cure small ailments. She's always willing to sit and talk to her customers about their troubles.

The church district is next to the labor district, a source of a lot of the churchgoers, and the artisan district, which often sends over mages to start learning the basics of white magic.

The Magic District

The magic district would more accurately be called the Black Magic district, or even more accurate the demolition district. Under the leering gaze of the legendary Black Wizard, all of the magical professions gather here. Unfortunately, the most commonly practiced is destructive black magic, often resorting in many 'accidental' fires and other such disturbances.

The only inn that's managed to stay up in the magic district for any length of time is the Burnt Timbers, an inn owned by a wizard named Nero, and so named for the wooden foundation charred into petrification by too many fireballs. Magical bar fights with various spells are common in the Burnt Timbers, but any damage done is somehow reversed by dawn the next day. Whether this is due to enchantments or some effective discreet guild work is anyone's guess. No matter what anyone does to the place, the Burnt Timbers endures.

The magic district is next to both the artisan district, and the two share their magical craftsmanship with each other, and the business district, which complement each other on their shady dealings.

The Arts District

Under the fiery gaze of the Red Wizard, the artisan district is the home to the creative minds of Corneria: artists, craftsmen, architects, and designers. The red mages of Corneria call this district their home, practicing their magics freely. The quality of the works are high enough that they can be often found in the palaces of kings and the mansions of nobles, but the people of the arts district rarely do their work for profit. It's all about the art itself for them.

The Feather Fall Inn is the prime gathering place for the artisans and red mages of Corneria. Headed by sibling red mages who like to experiment with the décor and menu of the place, the restaurant and area is two stories with an outdoor cafe on the first floor and a balcony on the second. The Feather Fall Inn prides itself on aesthetics.

The artisan district is next to the church and magic district, as the red mages who make their home there like having access to both schools of magic readily.

Zeta Kai
2009-11-16, 11:21 PM
Corneria? The Final Fantasy Corneria (http://en.wikipedia.org/wiki/Castle_Corneria#Plot)? Or the Star Fox Corneria (http://en.wikipedia.org/wiki/Star_Fox_(video_game))?

2009-11-16, 11:25 PM
Final Fantasy, as I mentioned several times.

Zeta Kai
2009-11-16, 11:27 PM
That was a joke, sorry. Please do go on. I fully support any FF-based settings, & you're off to a great start. I'll quit kidding now. *crosses fingers*

2009-11-16, 11:41 PM
That was a joke, sorry. Please do go on. I fully support any FF-based settings, & you're off to a great start. I'll quit kidding now. *crosses fingers*


Sarcasm does not detect well over the internet. Tends to get clogged up in the tubes and all.

But thank you for the support. :smallsmile:

2009-11-16, 11:56 PM
Aww, and here I was hoping for a tribute/reference to 8-bit Theatre. :smalltongue:

2009-11-17, 12:54 AM
Article 1: Welcome to Corneria

I like swords. :smalltongue:

Fun stuff, O' Disciple of Bob. Can't wait to see all you come up with. Do you plan on doing actual mechanical extras like all the different races in FF games over the years, or is this meant to go with FFRPG?

Magnor Criol
2009-11-17, 01:08 AM
I saw "Corneria" and all I thought of was Star Fox...

2009-11-17, 01:10 AM
Well, besides setting stuff, I plan to come up with 4e races and classes as necessary. So far, the only classes I plan to make are the Dark Knight, the Dragoon, and the Summoner. Every other class so far is easily made via existing classes. As far as races I know I need to make Mermaids (FF1) and Moogles (Do you even need to ask?).

As far as new mechanics, I'm trying to make this as easy a transition as possible so new players don't need to learn a bunch of new rules, but there are some exceptions I need to make:

Summons, besides being a key feature of the Summoner class, will occupy their own item slot as a Guardian Force and give different bonuses on different tiers. An actual Summon spell will be an item daily slot.

I kind of can't get around not making materia. I already have the workings of a slot system in my current game, and it's not like I need to cover every single materia in FF7, but expect some sort of mechanic involving that.

When I get to the FF6 world, there will need to be some severe restrictions involving arcane and divine classes due to what happens at the end:

Since the source of all magic is destroyed and all

I'll also try to see if I can get a job-class switch system to reflect FF3, 5, X-2, and Tactics. That will be the hardest job mechanically speaking by far.

2009-11-17, 01:33 AM
STAR FOX! :smallcool: "Do a barrel roll!" And every time he says that...I feel like a new person.

On topic. Hooray for Final Fantasy homebrews!

2009-11-24, 05:34 PM
Article 2: Nearly Pirate-Free

The port town of Pravoka was once known for only pirate raids. It seemed every week a new pirate gang would rob anything that hadn't been stolen previously. Being cut off from Corneria and any other major military force didn't help things either. Up until the Light Warriors journeyed to Pravoka, the most notorious pirate was Captain Bikke, who had the town under his thumb. Most other vessels had sunk, either by Bikke or sea monsters, or stuck in the harbor indefinitely in order to avoid both threats. As the legend goes, Bikke's vessel was the only seaworthy boat available, and he gave it to the Light Warriors when they defeated him and his pirates in combat in exchange for letting him live to repent his ways.

Bikke is still a central figure in the town, though he completely denies ever being a pirate. After losing his ship, he never went back to the sea. Instead, he took over the largest inn in town and started up his own restaurant, Bikke's Salty Sea Shanty, employing his old crew as the cooks and staff. And as the people of Pravoka would tell you, the food was horrible. It was the only restaurant in town, however, as any other such establishments just seemed to have general bad luck, if by bad luck you mean constant pestering and vandalism from 'unknown sources'.

No one can fault Bikke for at least attempting to run a legitimate business. He's very friendly to customers even when he comes off as rude or crass. Although the food was horrendous at first, Bikke always offered to have the dish cooked again from scratch as many times as necessary. Even though it's not the official motto, locals are known to say “practice makes adequate” when it comes down to the food. Bikke will take constructive criticism to his establishment, but his temper only goes so far. A few customers can recall a time when someone went too far and was 'escorted' to a back room, only to be found beaten and bloodied in a distant alley. Bikke's Salty Sea Shanty is also the only inn in town, so visitors would do well to stay on Bikke's good side, which isn't difficult as long as you aren't overly rude and don't try to screw Bikke over. In fact, Bikke will sometimes look to hire would-be adventurers to do small favors for him.

When Bikke isn't at the Shanty, he'll often be in his warehouse on the west side of town, known around town as Bikke's Groghouse, where he keeps piles and piles of supplies, most famously different brands of alcohol, some actually quite valuable. Bikke checks in on the Groghouse often, but that doesn't stop the odd street rat from trying to sneak a sip. There's also a secret passage from the warehouse to the Sea Shanty for emergency purposes of course.

Adventurers who come to Pravoka will almost definitely have to deal with Bikke in one way or another due to his influence.